🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells
General (No Skill)
Alchemist Barbarian Bard Champion Cleric Druid Fighter Gunslinger Inventor Investigator Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard
Acrobatics Arcana Athletics Crafting Deception Diplomacy Intimidation Lore Medicine Nature Occultism Performance Religion Society Stealth Survival Thievery
Aasimar Anadi Android Aphorite Automaton Azarketi Beastkin Catfolk Changeling Conrasu Dhampir Duskwalker Dwarf Elf Fetchling Fleshwarp Ganzi Gnoll Gnome Goblin Goloma Grippli Half-Elf Half-Orc Halfling Hobgoblin Human Ifrit Kitsune Kobold Leshy Lizardfolk Orc Oread Pixie Poppet Ratfolk Reflection Shisk Shoony Skeleton Sprite Strix Suli Sylph Tengu Tiefling Undine

Prophesied Monarch Dedication Feat 12


Uncommon​Destiny​Mythic​
Source Pathfinder War of Immortals

Your Calling has culminated in a destiny of rulership, and you're able to forge a mythic bond with noble knights whose destinies become intertwined with your own. Designate up to five allies as your knights; as long as you're conscious, your knights' doomed condition can't rise above 3, and if they're ever in mortal peril (such as being Unconscious with the dying condition or imprisoned in an enemy fortress), you instantly receive a vision revealing their location and condition.

In addition, you gain the Royal Grace exploration activity.

Many lands and cultures have generational stories of an exceptional leader, a person who appeared in a time of great need to forge a kingdom and protect it against all incursions, bringing peace and prosperity. Stories abound that these “prophesied monarchs” will return when they're needed, defying the barriers of time and death to ensure the safety of their people. Though destiny and prophecy have long since been broken on Golarion, these individuals persist, either through force of will, the power of the stories surrounding them, or some other divine quirk that ensures their pseudo-immortality.

True prophesied monarchs can be recognized by the knights who always accompany them. Mystical bonds of fate or strange magic tie the prophesied monarch and their knights together, ensuring that they'll always find each other when they or their kingdom need them most.

It would be fair to say that a prophesied monarch's true power lies not in the impact of their decrees or the strength of their sword arm, but in the quality of their knights. Some knights might one day even be called upon to take up a fallen monarch's mantle, protecting their legacy even after death. Regardless of the nature of a prophesied monarch's knights, the bonds between them are practically unbreakable, and the power of their union is virtually unstoppable, defying demons, death, and perhaps even the gods themselves.

While this archetype refers to “knights” and “kingdoms,” the nature of a prophesied monarch's chosen companions and ruled territory can vary greatly. A ferocious pirate captain might treat her ship as her kingdom and her most loyal crewmates as her knights. A pious cleric might consider their church and parishioners their kingdom and the priests who serve alongside them as the knights sworn to protect the same. A bandit outlaw might consider the woods he haunts his kingdom and the scurrilous brigands who fight alongside him his knights. What's important is that the monarch has a territory or dominion they can claim as their own and a band of bonded allies who help enforce that claim.

In Casmaron, stories of the ancient hero-god Namzaruum (prophesied male human hero-god) tell of the day he'll awaken from his long rest in the Hall of Slumbering Kings to lead a new Azlanti empire.

In the land of Ustalav, rumors abound in the frontiers and forests of a man calling himself Arnisant (mysterious male human knight), who hunts undead alongside a band of stalwart knights.

In the Fangwood Forest of Nirmathas, a jolly archer named Relkin (mirthful male human ranger) guards his abode from undead, Molthuni troops, and Nirmathan militias alike, assisted by a knavish group of bandits with hearts of gold.

In the Shackles, Hurricane Queen Tessa Fairwind (fearsome female aiuvarin pirate) and her crew rule over a kingdom of salt and blood.

In the Isles of the Empty Courts, off the eastern shore of Arcadia, there lies a table surrounded by thrones upon which sit the bodies of nine ancient rulers. It's said that when the isles need them most, they shall awaken to usher in a new age.

Any of these characters might be, or might one day become, prophesied monarchs, rulers whose legendary stories grow before them, establishing an immortal and incomparable dynasty that will long outlast their mortal life.

Whatever self-made prophecy you might fulfill or kingdom you might rule is for you to decide. With your noble knights beside you, villains and monsters are sure to fall, and no hero will stay fallen long when their stalwart companions are close by to lift them to their feet. You'll almost certainly face dragons and dark wizards and all manner of fell beasts. You'll be called on to lift up those who look to you, no matter the personal cost to be paid. Trust in your knights, believe in your people, and rule with honor.

A Monarch without at Throne

The prophesied monarch mythic destiny is themed around a character who'll one day claim a kingdom of their own and protect it alongside their loyal knights. While much of the prophesied monarch alludes to castles and armored heroes with swords, your kingdom and your knights can be almost anything you want them to be. Perhaps you're the ringmaster of a traveling circus that serves as your kingdom, with a doughty strongman as your most stalwart knight. Maybe you're a gunslinging outlaw whose kingdom is the seedy underbelly of Alkenstar and whose knights are the fellow members of your bank-robbing gang. What's important is that you always have a place you're known and respected in, a band of loyal allies willing to aid you in its defense, and legendary challenges to overcome.

Prophesied Monarch Dedication Feat 12

Your Calling has culminated in a destiny of rulership, and you're able to forge a mythic bond with noble knights whose destinies become intertwined with your own. Designate up to five allies as your knights; as long as you're conscious, your knights' doomed condition can't rise above 3, and if they're ever in mortal peril (such as being Unconscious with the dying condition or imprisoned in an enemy fortress), you instantly receive a vision revealing their location and condition.

In addition, you gain the Royal Grace exploration activity.

Source: Pathfinder War of Immortals

Bloom of Health Feat 14

Source: Pathfinder War of Immortals

Decree of Banishment Feat 14

Source: Pathfinder War of Immortals

Decree of Prosperity Feat 14

Source: Pathfinder War of Immortals

Might of the Realm Feat 14

Source: Pathfinder War of Immortals

Kneel Before the Rightful Heir Feat 16

Source: Pathfinder War of Immortals

My Kingdom, My Blood Feat 16

Source: Pathfinder War of Immortals

Noble Sacrifice Feat 16

Source: Pathfinder War of Immortals

Protect the Royal Line Feat 16

Source: Pathfinder War of Immortals

Decree of Execution Feat 18

Source: Pathfinder War of Immortals

Decree of War Feat 18

Source: Pathfinder War of Immortals

Fated Duel Feat 18

Source: Pathfinder War of Immortals

Legacy of Monarchs Feat 20

Source: Pathfinder War of Immortals

Once and Future Feat 20

Source: Pathfinder War of Immortals


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Destiny

The destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th-level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.